Panzer Grenadier Battles on December 11th:
Arctic Front Deluxe #3 - The Sausage War Heroes of the Soviet Union #2 - Futility
Afrika Korps #17 - Catanzaro Division, Southern Sector Heroes of the Soviet Union #11 - Second Guards Cavalry Corps
Afrika Korps #18 - Catanzaro Division, Eastern Sector Lions of Finland #3 - Winter Fury 2: The Sausage War
Arctic Front #3 - Winter Fury 2: The Sausage War Little Saturn #3 - The Ordeal Begins
Desert Rats #5 - Libyan Defiance Tank Battles #2 - Little Saturn #2: Seizing the High Ground
Desert Rats #36 - Thomson's Ridge : Morning Phase Tank Battles #45 - Operation MARS #33: Still Trying
Desert Rats #37 - Te Ope Maori Hikoi Kia Toa ("Maori Battalion, March to Victory")
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Ioribaiwa Scenario 2: Ioribaiwa, Day Two
Kokoda Campaign #15
(Defender) Australia vs Japan (Attacker)
Formations Involved
Australia 21st Infantry Brigade
Australia 25th Infantry Brigade
Japan 144th Infantry Regiment
Japan 41st Infantry Regiment
Display
Balance:



Overall balance chart for KoCa015
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 588
Parent Game Kokoda Campaign
Historicity Historical
Date 1942-09-14
Start Time 08:00
Turn Count 24
Visibility Day
Counters 131
Net Morale 0
Net Initiative 0
Maps 2: 34, 35
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 179
AAR Bounty 163
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Kill Them All
Road Control
Conditions
Terrain Mods
Scenario Requirements & Playability
Kokoda Campaign maps + counters
Introduction

Promptly at 0800 on the 14th of September the Australian 25th Brigade launched its flanking attack down Ioribaiwa Ridge, the 2/31st on the left flank and the 2/33rd on the right. The composite 2/14th and 2/16th in the center was ordered to slowly retreat back up onto the ridge and draw the advancing Japanese into the trap. The Japanese had plans of their own, however, and launched a broad frontal attack at the same time using all of their remaining troops.

Conclusion

Before even reaching the bottom of the ridge, the 2/31st and 2/33rd encountered strong Japanese forces attacking toward them. The battle quickly changed into a desperate defense of the ridgeline by the Australians. At close of day the Australians were still holding a line across the face of the ridge but the battle was undecided.


Display Order of Battle

Australia Order of Battle
Army
Japan Order of Battle
Imperial Japanese Army
  • Towed

Display AARs (1)

Ioribaiwa Battle game / scenario 2 and end : Jap assault on the hills
Author leonard (22)
Method Face to Face
Victor Japan
Participants unknown
Play Date 2017-10-12
Language English
Scenario KoCa015

The first scenario of this battle game was bad for the Japanese : they lost the scenario with no possibility to win the battle game in the end. The only thing they can fight for, in this second scenario, is to force the draw. The second scenario is rather large with a full scale assault of two 80m high hills separated by the Kokoda trail running in the valley between them. The Australians set up is aligned transversaly on the length of the board they defend. Since the board is 17 hexes long, there no more than 1 or 2 platoons and max one leader in every hex on that line. The Japanese approach is rather quick in the center thanks to the trail : this is the schwerpunkt, right between the hills. On the aisles, Japanese movement is slow due to jungle everywhere and disorientation. 5 japanese 81mm mortars give some bombardment power but there's a low ammo rule : whenever a mortar fires, you have to roll one die. If the result is 1, the mortar is removed. On the first bombardment of 3 of my mortars, I've rolled 1 - 1 - 1. All out !!! On the first shot !!! All we can do now is to assault, assault and assault again ! The Japanese tactic was simple : send one inf platoon in assault and hope for the best (one part of that platoon has to remain alive...). After this, send the rest of the stack in the same assault, as reinforcement, without attacking. Later you can exit the assault hex with a part of the same stack and reinforce again with a new stack. The Japs played that game again and again with much success so that the Australians got completely stuck on their front line with a lot a Japanese behind him. Soon, they were even divided into two separate half-contingents. When the Aussies tried to recover from that tactic, they began to initiate the assaults to liberate their forces. However, most of these daring assaults against Japanese infantry in the jungle brought many losses to the Australians. In the end : overwhelming victory for the Japanese with 80-90 victory points. As a consequence, there is no more any possibility for the Australians to win the battlegame neither. The Battlegame is a draw. No need to play the third scenario in the campaign. Good fun with the highest number of assaults I've ever made in a PG scenario.

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